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Books > Computing & IT > Computer software packages > Multimedia
New data communication technologies, and the resulting policies and management, can have a profound effect on the success of business organizations. By quantifying the impact of these new innovations, researchers can help these businesses thrive in the networking and business data communications fields. Web-Based Multimedia Advancements in Data Communications and Networking Technologies highlights comprehensive research which will enable readers to understand, manage, use, and maintain business data communication networks more effectively. It also addresses key technology, management, and policy issues for utilizing data communications and networking in business and the current best practices for aligning this important technology with the strategic goals of the organization.
Multimedia Database Management Systems brings together in one place important contributions and up-to-date research results in this important area. Multimedia Database Management Systems serves as an excellent reference, providing insight into some of the most important research issues in the field.
See How to Unobtrusively Incorporate Good Teaching into Your Game's Mechanics Learn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology, human computer interaction, and user interface and experience that equip you to make dynamic tutorials that help players enjoy your games. The book links game design principles with psychology through the game tutorial. It offers easy-to-implement changes that can make a huge difference in how players receive your games. It explains how you can educate new players and engage experienced players at the same time through a combination of good design and basic understanding of human educational, motivational, and cognitive psychologies. Transcending disciplinary boundaries, this book improves your understanding of the science of learning and the art of teaching. It helps you design game mechanics, or tutorials, that teach people how to have fun with your games without ever feeling as though they re being instructed.
AI is an integral part of every video game and this book helps game developers keep up with the constantly evolving technological advances to create robust AI. The authors draw on their considerable experience and uses case studies from real games to provide a complete reference. Also included are exercises so readers can test their comprehension and understanding of the concepts and practices presented. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. It helps experienced game developers learn new techniques and provides students with a solid understanding of game AI that will help them jumpstart their careers.
Learn the secrets behind independent animation from the "The King of Independent Animation - Academy Award-nominated Bill Plympton. This living legend breaks down how to make a career outside of the world of corporate animation - and without compromise. Learn time-saving techniques, the secrets to good storytelling, and the business-side of short and feature-length animation films.
Multimedia Information Systems brings together in one place important contributions and up-to-date research results in this fast moving area. Multimedia Information Systems serves as an excellent reference, providing insight into some of the most challenging research issues in the field.
Multimedia Systems discusses the basic characteristics of multimedia operating systems, networking and communication, and multimedia middleware systems. The overall goal of the book is to provide a broad understanding of multimedia systems and applications in an integrated manner: a multimedia application and its user interface must be developed in an integrated fashion with underlying multimedia middleware, operating systems, networks, security, and multimedia devices. Fundamental characteristics of multimedia operating and distributed communication systems are presented, especially scheduling algorithms and other OS supporting approaches for multimedia applications with soft-real-time deadlines, multimedia file systems and servers with their decision algorithms for data placement, scheduling and buffer management, multimedia communication, transport, and streaming protocols, services with their error control, congestion control and other Quality of Service aware and adaptive algorithms, synchronization services with their skew control methods, and group communication with their group coordinating algorithms and other distributed services.
Multimedia Database Management Systems presents the issues and the techniques used in building multimedia database management systems. Chapter 1 provides an overview of multimedia databases and underlines the new requirements for these applications. Chapter 2 discusses the techniques used for storing and retrieving multimedia objects. Chapter 3 presents the techniques used for generating metadata for various media objects. Chapter 4 examines the mechanisms used for storing the index information needed for accessing different media objects. Chapter 5 analyzes the approaches for modeling media objects, both their temporal and spatial characteristics. Object-oriented approach, with some additional features, has been widely used to model multimedia information. The book discusses two systems that use object-oriented models: OVID (Object Video Information Database) and Jasmine. The models for representing temporal and spatial requirements of media objects are then studied. The book also describes authoring techniques used for specifying temporal and spatial characteristics of multimedia databases. Chapter 6 explains different types of multimedia queries, the methodologies for processing them and the language features for describing them. The features offered by query languages such as SQL/MM (Structured Query Language for Multimedia), PICQUERY+, and Video SQL are also studied. Chapter 7 deals with the communication requirements for multimedia databases. A client accessing multimedia data over computer networks needs to identify a schedule for retrieving various media objects composing the database. The book identifies possible ways for generating a retrieval schedule. Chapter 8 ties together the techniques discussed in the previous chapters by providing a simple architecture of a distributed multimedia database management system. Multimedia Database Management Systems can be used as a text for graduate students and researchers working in the area of multimedia databases. In addition, the book serves as essential reading material for computer professionals who are in (or moving to) the area of multimedia databases.
Commercial systems built today are increasingly using XML technologies for storing any amount of text or data. Services and Business Computing Solutions with XML: Applications for Quality Management and Best Processes collects the latest research for academicians and practitioners that describes the use and synergy between data structure technologies. This book explores and investigates various issues of XML data and related applications summarized by Web services.
ICMCCA 2012 is the first International Conference on Multimedia Processing, Communication and Computing Applications and the theme of the Conference is chosen as 'Multimedia Processing and its Applications'. Multimedia processing has been an active research area contributing in many frontiers of today's science and technology. This book presents peer-reviewed quality papers on multimedia processing, which covers a very broad area of science and technology. The prime objective of the book is to familiarize readers with the latest scientific developments that are taking place in various fields of multimedia processing and is widely used in many disciplines such as Medical Diagnosis, Digital Forensic, Object Recognition, Image and Video Analysis, Robotics, Military, Automotive Industries, Surveillance and Security, Quality Inspection, etc. The book will assist the research community to get the insight of the overlapping works which are being carried out across the globe at many medical hospitals and institutions, defense labs, forensic labs, academic institutions, IT companies and security & surveillance domains. It also discusses latest state-of-the-art research problems and techniques and helps to encourage, motivate and introduce the budding researchers to a larger domain of multimedia.
Multimedia computing has emerged in the last few years as a major area of research. Multimedia computer systems have opened a wide range of applications by combining a variety of information sources, such as voice, graphics, animation, images, audio and full-motion video. Looking at the big picture, multimedia can be viewed as the merging of three industries: computer, communications, and broadcasting industries. Research and development efforts can be divided into two areas. As the first area of research, much effort has been centered on the stand-alone multimedia workstation and associated software systems and tools, such as music composition, computer-aided education and training, and interactive video. However, the combination of multimedia computing with distributed systems offers even greater potential. New applications based on distributed multimedia systems include multimedia information systems, collaborative and video conferencing systems, on-demand multimedia services, and distance learning. Multimedia Systems and Techniques is one of two volumes published by Kluwer, both of which provide a broad introduction into this fast moving area. The book covers fundamental concepts and techniques used in multimedia systems. The topics include multimedia objects and related models, multimedia compression techniques and standards, multimedia interfaces, multimedia storage techniques, multimedia communication and networking, multimedia synchronization techniques, multimedia information systems, scheduling in multimedia systems, and video indexing and retrieval techniques. Multimedia Systems and Techniques, together with its companion volume, Multimedia Tools and Applications, is intended for anyone involved in multimedia system design and applications and can be used as a textbook for advanced courses on multimedia.
The latest developments in rendering, visualization, and rasterization hardware are reported in this volume, which contains revised versions of thecontributions to the Sixth Eurographics Workshop on Graphics Hardware, held in Vienna in September 1991 in conjunction with the Eurographics '91 Conference. The book has five parts and a keynote paper, "Issues and Directions for Graphics Hardware Accelerators," by Kurt Akeley. The first part of the book concerns graphics hardware design, including simulation and silicon compilers. The second part contains two papers on graphics systems. The third part focuses on volume (voxel-based) machines, describing two devices to facilitate transformations of volumes. The fourth part includes papers on rasterization systems, including character rasterization and scan-conversion of triangular faces. The papers in the last part of the book focus on rendering machines. They include a programmable rendering engine, primitive shaders, and radiosity implementation on a parallel architecture.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficult and challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics. Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of Articulated Figures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computer graphics techniques for simulating human and animal figures in a natural and physically realistic manner.
Packed with more than 350 techniques, this book delivers what you need to know-on the spot. Its concise presentation of professional techniques is suited to experienced artists whether you are: * Migrating from another visual effects application * Upgrading to Houdini 9 * Seeking a handy reference to raise your proficiency with Houdini Houdini On the Spot presents immediate solutions in an accessible format. It clearly illustrates the essential methods that pros use to get the job done efficiently and creatively. Screenshots and step-by-step instructions show you how to: * Navigate and manipulate the version 9 interface * Create procedural models that can be modified quickly and efficiently with Surface Operators (SOPs) * Use Particle Operators (POPs) to build complex simulations with speed and precision * Minimize the number of operators in your simulations with Dynamics Operators (DOPs) * Extend Houdini with customized tools to include data or scripts with Houdini Digital Assets (HDAs) * Master the version 9 rendering options including Physically Based Rendering (PBR), volume rendering and motion blur * Quickly modify timing, geometry, space and rotational values of your animations with Channel Operators (CHOPs) * Create and manipulate elements with Composite Operators (COPs); Houdini's full-blown compositor toolset * Make your own SOPs, COPs, POPs, CHOPs, and shaders with the Vector Expressions (VEX) shading language * Configure the Houdini interface with customized environments and hotkeys * Mine the treasures of the dozens of standalone applications that are bundled with Houdini
This book is a collection of the finalized versions of the papers presented at the third Eurographics Workshop on Graphics Hardware. The diversity of the contributions reflects the widening range of options for graphics hardware that can be exploited due to the constant evolution of VLSI and software technologies. The first part of the book deals with the algorithmic aspects of graphics systems in a hardware-oriented context. Topics are: VLSI design strategies, data distribution for ray-tracing, the advantages of point-driven image generation with respect to VLSI implementation, use of memory and ease of parallelization, ray-tracing, and image reconstruction. The second part is on specific hardware, on content addressable memories and voxel-based systems. The third part addresses parallel systems: massively parallel object-based architectures, two systems in which image generated by individual rendering systems are composited, a transputer-based parallel display processor.
Multimedia Technologies and Applications for the 21st Century: Visions of World Experts presents contributions from leading researchers and experts describing their current research and their views of the future trends in the field. The book consists of thirteen chapters in five parts. These chapters tackle a number of critical issues in distributed multimedia systems and applications - from VLSI processors that support multimedia and multimedia servers, through multimedia databases and multimedia networks and communications, to merging multimedia applications. Only a few years ago multimedia seemed like a brand new research field and an emerging new industry. Today, at the edge of the 21st century, multimedia research is coming of age, and the multimedia industry has significantly grown with the total market estimated to be about $50 billion. Several years ago it was felt that the digital media revolution had just started; however, the seeds had been sown long before. Fundamental technologies, such as interactive laser disks, video games, and electronic encyclopedias were invented in the 1970s and 80s. They represented the seeds for current hot' applications, such as digital libraries, video-on-demand, interactive television, and videoconferencing. Another aspect of the digital media revolution is the formation of a new media industry composed of computer, entertainment, communication, and consumer electronics companies. Many industry segments are currently involved in creating new products and services, positioning themselves for the 21st century. They include telephone, cable, and satellite TV companies, communication equipment companies, TV and radio broadcasters, on-line Internetservice providers, cable channels, movie studios, record companies, book publishers, CD-ROM title creators, Internet tool vendors, multimedia software tools companies, computer companies, general software tools companies, computer add-on vendors, semiconductor vendors, and consumer electronics vendors. Multimedia Technologies and Applications for the 21st Century: Visions of World Experts should stimulate the curiosity of its readers and inspire new technological breakthroughs in this exciting field. It serves as a valuable reference for system designers, engineers, programmers, and managers who are involved in multimedia systems, the Internet, and their applications. This book can also be used as a textbook for advanced courses on multimedia in engineering curricula.
Searching Multimedia Databases by Content bridges the gap between the database and signal processing communities by providing the necessary background information for the reader and presenting it along with the intuition and mechanics of the best existing tools in each area. The first half of Searching Multimedia Databases by Content reviews the most successful database access methods, in increasing complexity, reaching up to spatial access methods and text retrieval. In all cases, the emphasis is on practical approaches that have been incorporated in commercial systems, or that seem very promising. The second half of the book uses the above access methods to achieve fast searching in a database of signals. A general methodology is presented, which suggests extracting a few good features from each multimedia object, thus mapping objects into points in a metric space. Finally, the book concludes by presenting some recent successful applications of the methodology on time series and color images. Searching Multimedia Databases by Content is targeted towards researchers and developers of multimedia systems. The book can also serve as a textbook for a graduate course on multimedia searching, covering both access methods as well as the basics of signal processing.
The problem of structure and motion recovery from image sequences is an important theme in computer vision. Considerable progress has been made in this field during the past two decades, resulting in successful applications in robot navigation, augmented reality, industrial inspection, medical image analysis, and digital entertainment, among other areas. However, many of these methods work only for rigid objects and static scenes. The study of non-rigid structure from motion is not only of academic significance, but also has important practical applications in real-world, nonrigid or dynamic scenarios, such as human facial expressions and moving vehicles. This practical guide/reference provides a comprehensive overview of Euclidean structure and motion recovery, with a specific focus on factorization-based algorithms. The book discusses the latest research in this field, including the extension of the factorization algorithm to recover the structure of non-rigid objects, and presents some new algorithms developed by the authors. Readers require no significant knowledge of computer vision, although some background on projective geometry and matrix computation would be beneficial. Topics and features: presents the first systematic study of structure and motion recovery of both rigid and non-rigid objects from images sequences; discusses in depth the theory, techniques, and applications of rigid and non-rigid factorization methods in three dimensional computer vision; examines numerous factorization algorithms, covering affine, perspective and quasi-perspective projection models; provides appendices describing the mathematical principles behind projective geometry, matrix decomposition, least squares, and nonlinear estimation techniques; includes chapter-ending review questions, and a glossary of terms used in the book. This unique text offers practical guidance in real applications and implementations of 3D modeling systems for practitioners in computer vision and pattern recognition, as well as serving as an invaluable source of new algorithms and methodologies for structure and motion recovery for graduate students and researchers.
In 1997, the two hottest topics in information technology are the Internet and mobile communications. Each one has the enthusiastic attention of the consuming public, investors. and the technical community. In a time of rapid expansion, they both face technical obstacles to meeting the public's high expectations. This situation stimulates a high volume of research in both areas. To bring the Internet into the twenty-first century. the research community focuses on multimedia communications in which integrated systems store, transport. and process many types of information simultaneously. A major challenge is to meet the of each information service. This problem is separate performance requirements especially challenging when a system has to deliver broadband, real-time services such as full-motion video. Meanwhile. the mobile communications research community continues its long term struggle against the triple challenge of mobility. ether. and energy. "Mobility" refers to the changing locations of terminals. When terminals are mobile. networks have to determine their locations and dynamically establish routes for information. The networks also have to rearrange themselves in order to maintain links to terminals with active communications sessions. "Ether" refers to the problems of wireless communications including limited bandwidth. rapidly changing radio propagation conditions. mutual interference of radio signals. and vulnerability of systems to eavesdropping and unauthorized access. "Energy" refers to the fact that portable information devices carry their own power sources. The rate at which the batteries of cellular telephones and portable computers drain their energy has a strong effect on their utility."
The Digital Da Vinci book series opens with the interviews of music mogul Quincy Jones, MP3 inventor Karlheinz Brandenburg, Tommy Boy founder Tom Silverman and entertainment attorney Jay L. Cooper. A strong supporter of science, technology, engineering and mathematics programs in schools, The Black Eyed Peas founding member will.i.am announced in July 2013 his plan to study computer science. Leonardo da Vinci, the epitome of a Renaissance man, was an Italian polymath at the turn of the 16th century. Since the Industrial Revolution in the 18th century, the division of labor has brought forth specialization in the workforce and university curriculums. The endangered species of polymaths is facing extinction. Computer science has come to the rescue by enabling practitioners to accomplish more than ever in the field of music. In this book, Newton Lee recounts his journey in executive producing a Billboard-charting song like managing agile software development; M. Nyssim Lefford expounds producing and its effect on vocal recordings; Dennis Reidsma, Mustafa Radha and Anton Nijholt survey the field of mediated musical interaction and musical expression; Isaac Schankler, Elaine Chew and Alexandre Francois describe improvising with digital auto-scaffolding; Shlomo Dubnov and Greg Surges explain the use of musical algorithms in machine listening and composition; Juan Pablo Bello discusses machine listening of music; Stephen and Tim Barrass make smart things growl, purr and sing; Raffaella Folgieri, Mattia Bergomi and Simone Castellani examine EEG-based brain-computer interface for emotional involvement in games through music and last but not least, Kai Ton Chau concludes the book with computer and music pedagogy. Digital Da Vinci: Computers in Music is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Designing Effective and Usable Multimedia Systems presents research and development and industrial experience of usability engineering for multimedia user interfaces. The book discusses the methods, tools and guidelines for multimedia use and implementation and covers the following topics in detail: Design methods for multimedia (MM) systems; Social and cognitive models for MM interaction; Empirical studies of the effects of MM on learning and behavior; Design and prototyping support tools; Intelligent MM Systems and Design support; Usability evaluation. GBP/LISTGBP Designing Effective and Usable Multimedia Systems contains the proceedings of the International Working Conference on Designing Effective and usable Multimedia Systems, sponsored by the International Federation for Information Processing (IFIP), held in Stuttgart, Germany, in September 1998. It is essential reading for computer scientists, software developers, information systems managers and human scientists, especially those working in the applied disciplines such as human factors and interface design.
This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.
This book presents a state-of-the art review of current perspectives on Communications and Multimedia Security. It contains the Proceedings of the 3rd Joint Working Conference of IFIP TC6 and TC11, arranged by the International Federation for Information Processing and held in Athens, Greece in September 1997. The book aims to cover the subject of Communications and Multimedia Systems Security, as fully as possible. It constitutes an essential reading for information technology security specialists; computer professionals; communication systems professionals; EDP managers; EDP auditors; managers, researchers and students working on the subject.
Representation and Retrieval of Visual Media in Multimedia Systems brings together in one place important contributions and up-to-date researcg results in this important area. Representation and Retrieval of Visual Media in Multimedia Systems serves as an excellent reference, providing insight into some of the most important research issues in the field. |
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